Treasures

Exotic and Planar Metals of Imarel - by T.A. Saunders ©2009, revision v1.7, 6.23.05

Planar Metals & Alloys

Aranium

This alloy is fashioned from Vocorium and Xirorym and is exceedingly rare. To smelt this alloy, not only is an Elemental, Divine or Dwarvish forge required, but the Vocorium and Xirorym ores must also be Ether-Phased, effectively merging them rather than melting them together. The result is an alloy that conveys a -45% armor value without enchantment and gives any weapon made with it a natural +25% to hit and a 85% resistance to breakage. Furthermore, this alloy has a 50% chance to Cleave an extremity (checked once per round). A 1d4 roll determines what limb is severed. Severed limbs also count as critical wounds: 1d6 rounds to bleed until unconsciousness, 1d4 rounds till death if not treated.

Divinium

Divinium, or the Divine Metal is commonly found in the Bright Heavens or extremely rare places on Imarel such as the land around the Grove of the Wild Dark, blessed by the touch of the Old Gods. The smiths of the Old Gods use this metal to craft weapons of legendary power and purpose. Ten times stronger than Boromandite, any lesser metal suffers a 50% chance of being cleaved or shattered when confronted with a Divinium weapon.

Divinium, because of its divine origins also can channel holy energies through it, much like electricity conducts through regular metal. For this reason, it amplifies any blessing placed upon it. Merely presenting a Divinium weapon in the presence of lesser undead has a chance to turn them and striking with such weapons causes aggravated injuries to the undead. Divinium can only be forged in a Light-Forge, a Xosian Forge or in the Dark Forge of Anthalas. When forged in a Xosian Forge, Corrupted Divinium is the result; the tainted Divinium channels unholy energies with the same effectiveness normal Divinium does holy power. The only known example of Corrupted Divinium is K`Syr, the Black Truth. Divinium is a white metal that shines like pearl in sunlight.

Dracothyrium

Otherwise known as Dragonmetal, Dracothyrium is the one of the contributions of Shar`Vaire smiths to the world of smithing. Taking on a smokey bronze color, Dracothyrium is ancient bane to all Dragons and Dragonkin, including Drakes and Wyverns. This alloy can be created in either a Xosian or Elemental Forge and requires Infernium, Quantyr and on pint of dragon's blood per ingot. The result conveys a +12% to hit, +24% to hit vs. Dragons, -20% armor rating, -40% armor rating vs. Dragons, 52% resistance to breakage and inherits Infernium's trait of creating wounds that can only be healed by magic, with a twist. The trait only applies to Dragons and their kin of course, but must be healed by divine magic. The Shar`Vaire knew that Dragons were as against the gods as they were and considered that in this most diabolical implementation of the alloy.

Glanthium

Glanthium is the combination of Divinium and Quantyr, that creates a very strong alloy has the ability to repair itself if it's ever damaged. Taking on a silvery white sheen, Glanthium must be worked in a Fire-Blessed or Elemental Forge to be smelted properly. The resulting alloy offers a +15% to hit for weapons, -25% armor rating, 55% resistance to breakage and the ability to repair itself in 1d4 days if damaged or dented. Acquiring, let alone learning the secrets of smelting this alloy require some affiliation or alliance with the Glantheel clan or a great deal of holy beer!

Etherium

Etherium or Phasemetal is a metal only found on the large chunks of matter that float throughout the Ethereal Plane. A favorite metal of those who wander the Ether, Etherium isn't quite as sturdy as Boromandite, but has two unusual properties. The first property is that of being translucent with a tinge of color to it. Most commonly this is a blue color, but red, purple and green Phasemetal and in one case, yellow Phasemetal has been found. The other unusual quality to Phasemetal is that when given a keen enough edge, it can simply pass through other metals, making it a favorite of Ether Pirates to make swords and boarding axes from. Etherium can be forged in any forge, but great skill must be utilized to bring forth its phasing effect.

Indarium

Indarium is an alloy created from Divinium and Xirorym and like Aranium, is extremely rare. To smelt this alloy, not only is an Elemental, Light-forge or Fire-Blessed Dwarvish forge required but water taken directly from the pool of water surrounding Jhiariah, The First Hirsalas Tree (which is found on Indaris, The Bright Heavens) must poured onto both metals before forging. The result a golden alloy that has a strange sunset shine to it, that burns infernal beings with Divine Fire (65% chance, checked once per round). The original Asyndi Rune-Blades were made from Indarium, and are considered artifacts of some of Kaal's most impressive work. Later Asyndi Runeblades were fashioned from Divinum. This alloy also conveys a -35% armor rating, -20% MD vs Infernal beings, +18% to hit, +36 vs infernal beings and has a 55% resistance to breakage.

Infernium

Infernium, or the Infernal Metal, is commonly found in the Burning Hells, the Netherworld of Chaos, or places that have been touched by the infernal planes, such as the barren wastelands surrounding the fallen city of D`Mir. The smiths of the Burning Hells use this metal to craft weapons of dark intent for the infernal legions and for their dark champions. The Black Dancer, Ko`rashae Ri's thin-bladed longsword was fashioned from Infernium. Like Divinium, it is ten times stronger than Boromandite and any lesser metal suffers a 50% chance of being cleaved or shattered when confronted with an Infernium weapon.

While Infernium does not channel unholy energies, as Divinium does, it carries a natural blight upon it that scores wounds that cannot be healed without arcane magic and will always scar the flesh it bites, regardless what manner of sorcery is used to cover the mark. It is not uncommon to have enchantments that make Infernium weapons Bane against the Living for this reason. Infernium can only be forged in a Xosian Forge. Attempting to purify Infernium in a Light-Forge destroys the metal entirely. Infernium is a dull, gray metal with a sickly yellowish cast to it and never shines, regardless how well it's polished.

Niraethicite

Requiring Divinium, Banirium, Etherium and Quantyr, along with two pints of blood, per ingot from a Niraethian corrupted, or born being, Niraethicite is a flat, chalky white alloy, that serves as a bane metal. The result conveys a +12% to hit, +24% to hit vs. Niraethian creatures, -20% armor rating, -40% armor rating vs. Niraethian creatures, 52% resistance to breakage and a 75% chance to cause blood poisoning in Niraethian creatures, such that it negates their ability to regenerate (check is made once per round).

Xirorym

Otherwise known as the Primeval Metal, Xirorym can only be found on the Xirorya, Plane of Elements and only then in places where pure Elemental Fire touches pure Elemental Stone. This rarest of all metals is as black as sackcloth but has a strange pale green shine to it that it distinguishes it from all other known ores. Thought to be remnant of the very creation of the Multiverse, Xirorym has the rather frightening talent of Dispersion. In effect, a weapon created from this metal has a 50% chance to cause any living organic matter it comes into contact with to disperse into its primal elements. Limbs cut with Xirorym blades are liquefied into unrecognizable and unrecoverable gore, wounds leave gaping holes of liquefied meat and so on. While the area of effect is only inches from where the wound is scored, such damage must be healed by magic, due to the grievous nature of the Dispersion effect.

Mortal beings attempting to handle Xirorym must wear metal-lined or plated gloves at all times, as the green luminance of the metal can slowly liquefy exposed skin in direct contact with it. Likewise, an Elemental Forge or greater must be used to forge this metal into things, for no normal forge has the required heat to make the metal malleable. Because of its lethality to mortals handling it, Xirorym is usually only collected by the Elemental beings of Xirorya who can handle it without difficulty and use it to forge great and dangerous weapons for the Elemental Princes that rule the plane from the mythical city of Escaria.

Xosium

Xosium is an alloy created from Infernium and Xirorym and like Aranium, is extremely rare. To smelt this alloy, not only is an Elemental, Infernal or Corrupted Dwarvish forge required but larvae (new, condemned souls due to become demonic spirits) must be thrown into the forge to fuse the two metals together. The result is a blue-black metal that leaves wounds that cannot be healed by divine or mystic means and must be healed either naturally or through arcane magic. This alloy also conveys a -35% armor rating, -20% MD vs Celestial beings, +18% to hit, +36 vs celestial beings and has a 55% resistance to breakage.

There are few relics of Imarel's grand past that have affected the stage of warfare as heavily as the Shar'Vairian Airship. The creation and perfection of this vessel of seas and skies is single-handedly responsible for the total genocide of two civilizations and nearly destroying two more. The airship has made the Shar'Vaire Empire, in its heyday, the single most dominant force to reckon with in the entire world.